Total War: WARHAMMER III

Total War: WARHAMMER III

130 ratings
Beesden's Closer to Tabletop
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battle
Tags: mod
File Size
Posted
Updated
6.726 MB
1 Jun, 2024 @ 12:56pm
18 Aug @ 4:02pm
42 Change Notes ( view )

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Beesden's Closer to Tabletop

Description
Inspired by Cataph's "Boyz Will Be Boyz" mod, Closer To Tabletop (CTT) strives to replicate the tactical depth and competitive balance of Warhammer Fantasy's 8th edition in Total War.

The outcome is a faster and more punishing battlefield experience. Here, well-rounded army composition reigns supreme. Lords and heroes are no longer invincible, basic units retain their purpose alongside elite forces, and power creep from downloadable content is eliminated.

CTT meticulously translates tabletop rules into the game. A custom program parses these rules to create units that mirror their tabletop counterparts. Unit statistics remain faithful to the source material, with minor adjustments for the video game format.

The mod prioritizes the most recent 8th edition rules for each unit. When these are unavailable, it consults prior editions (7th, 6th) or supplementary materials. Only in exceptional cases, like units unique to Cathay or Kislev, are rules crafted based on similar existing units.

Compatability

Mods that introduce new units balanced for the vanilla game might become overpowered when used alongside CTT due to the mod's overall changes, unless using a compatibility mod below.

In-built Compatibility

Mods which should be fully supported to be played along with CTT:


Mods which are planned to be supported, or are WIP:


Compatability Mods

Mods that I'm aware of that added some compatability.


Planned but not yet implemented

* Unit variants (i.e. RoR, Blessed spawnings) - all currently have the correct base unit stats, but not all special abilities / customizations have been applied yet.
* Campaign ability upgrades - Many (such as frenzy) still apply the vanilla version of the rule versus the mod version.

Not planned

* Campaign unit caps - Instead try Unit Rarity Caps
* Army unit caps - Instead try Tabletop Caps

Write-up

A basic write up is available here[docs.google.com].
245 Comments
sarumanthecursed 3 hours ago 
please put a link to the tzeench barrier sub,od in description
sarumanthecursed 3 hours ago 
despite some bugs and skill issues, the mod has very good combat balance
sarumanthecursed 4 hours ago 
Iron deamon does not fire, it reads as firing but never throws a projectile
sarumanthecursed 5 hours ago 
clan angrund ancestor dwarf lords seem OP being both Ethereal yet having high armor
sarumanthecursed 5 hours ago 
there is virtually no reason to get blood Knight swords over lances
sarumanthecursed 19 Aug @ 6:33am 
Maybe give them back stalk to differ them from Vargulfs some more?
Beesden  [author] 18 Aug @ 4:04pm 
Cathay roster updated using The Old World Arcame Journal.

I'm not really sure what to do with Mournguls. I found them effective when putting them within a blob of zombies to soak up some damage, I could have a play with making them a full unit again but they're single entity monsters in the core rules.

I can take a look at these two rule-pairs later, don't have much time at the moment (will try and sort soon tho).
sarumanthecursed 18 Aug @ 8:52am 
Throni Inronborw has two Forge Fire abilities
sarumanthecursed 18 Aug @ 8:38am 
specifically when brought back via the dead rise again mechanic
sarumanthecursed 18 Aug @ 8:38am 
they also don't benefit from the post battle option of using captives as replenishment